To start playing Star Ship Battles miniatures game, do the following:Build a fleet. Decide on a build total (200, 300 or expanded to 500).Create a Battle Map. Place two Star Ship battle maps to form a rectangle. Every four small squares is one sector (or use a War at Sea map). Place the two objective markers (as shown on the map) in the center row 4 squares apart. Each player can place two asteroid/planets on their half of the map (not in the center row).The players show their fleets. If both fleets contain the same unique unit, then remove that unit and continue playing (for example, Luke's X-wing can not be in both fleets). Each player rolls two dice, the higher roll sets up first. This player selects either end of the battle map and deploys their fleet. Ships can deploy in the first row of sectors on your edge of the map. Cloaked units can deploy anywhere on your half of the map (the first 5 rows). No units can start in the same sector as a Planet. Fighters with hyperdrive special ability can start anywhere on your half of the battle map (Gravity Well Projectors prevent the use of hyperdrives). Fighters can start in the same sector as asteroids. Fighters not deployed must be assigned to a ship with the launch special ability. The second player deploys their fleet following the same restrictions.

The half sectors on the sides of the battle map are impassable and are not used in play. You can not set up or move into the half sectors. You can not move units off the outside edges of the map, there is no way off the battle map.

How to winThe first player to score 150% of the build total for the game wins (ie. 200 point game – 300 points, 300 point game – 450 points and 500 point game – 750 points).

You can score points in three ways:When you destroy an enemy unit, you score points equal to the cost of the destroyed unit.When you seize an objective sector, you score 100, 150 or 200 points respectively. There are two objective sectors on the battle map.When your opponent has no ships remaining in play (cloaked fighters and fighters don't count as ships), you score 100, 150 or 200 points. This bonus is only scored the first time it happens during the game.

Check for victory at end of each turn. It's possible that both players might reach 300, 450 or 750 points in the same turn. In this case, the player who achieves the higher score wins.

If at any time, your opponent has no units left at the end of a phase, the game ends and you win.

Claiming ObjectivesTo control an objective sector, you must have one or more ships in the sector and your opponent can not have any ships in or adjacent to the sector. cloaked fighters and fighters don't count for controlling objective sectors (although those units can help you deny control of a sector by destroying your opponent's ships).

Once you claim an objective sector, remove that marker from the battle map and put it face up in front of you. Your opponent can not take it from you, even if their units later occupy that sector.

How to read a stat cardName: This is the name of the unit.Faction: Each unit belongs to a specific faction in the Star Wars universe.Type: The three basic types of units in the game are Ship, cloaked fighter and fighter. The unit type affects how the unit resists attacks and interacts with other units. Most units also have an additional subtype that provides more information on what exactly that unit is. The subtypes are:Ship: Dreadnaught, Crusier, FreighterCloaked fighter: noneFighter: none

Cost: The number of points you pay to add the unit to your fleet. A unit's cost is also added to your Victory point total to see if you win the game.Speed: The number of sectors the unit can move in one turn.Flagship bonus: On Flagships, the number you add to your initiative roll each turn to determine which players act first and second.Armor: The number of successes that an attacker needs to roll to hit (and damage) this unit (or abort it, if it's a fighter).Vital Armor: the number of successes that an attacker needs to roll to destroy this unit with a single attack.Hull Points: The number of times a ship or cloaked fighter must be damaged to destroy it. For example a ship with 3 hull points at full health and 2 hull points at reduced health, requires 5 hits to destroy it. Fighters don't have hull points (they are aborted or destroyed).Attack types: The following are the attack types in the game.Main, 2nd, 3rd gunnery: The number of attack dice you roll when the unit attacks a Ship. There is a value for point-blank, short, medium, and long range (0, 1, 2, or 3 sectors). Each attack die that comes up a 4 or 5 is one success; each attack die that comes up a 6 is two successes.Many ships have secondary gunnery (2nd) or tertiary gunnery (3rd). These are batteries of lighter guns that the ship can employ. Secondary and tertiary gunnery attacks work just like main gunnery attacks. Many Fighters also have a main gunnery attack, which represents their ability to strafe enemy ships.AAA: The number of attack dice you roll when the unit attacks a Fighter. AAA normally have a range of 0, so only units in the same sector as the Fighter can attack it. Fighters have a good AAA attack in order to attack other planes.Bomb: The number of attack dice you roll when the unit attacks a Ship. Bomb attacks work like Gunnery attacks. Each attack die that comes up a 4 or 5 is one success; each attack die that comes up a 6 is two successes.ACF (Anti-Cloaked Fighter): The number of attack dice you roll when the unit attacks a cloaked fighter. ACF attacks normally have a range of 0, so only units in the same sector as the cloaked fighter can attack it. ACF attacks work like gunnery attacks. Each attack die that comes up a 4 or 5 is one success; each attack die that comes up a 6 is two successes.

The only way you can attack a ACF is by making a ACF attack (cloaked fighters can attack other cloaked fighters with the Cloaked targeting special ability). If a unit does not have a ACF value, it can not attack enemy Cloaked Fighters, unless it has a special ability that allows it to do so.

Missile: The number of attack die you roll when the unit attacks a ship. There is a value for point-blank, short, medium and long range (0, 1, 2, or 3 sectors). Missile attacks are different from standard attacks, since they ignore a unit's armor and vital armor. Each attack die that comes up a 6 is a hit, and each hit deals 2 points of hull damage.

Special Abilities: Most units have one or more special abilities (see the list of special abilities).

Sequence of PlayThe game is played in turns. During each turn, players follow a sequence of play consisting of the following phases:

First and Second player: In each phase, actions withing the same phase are considered to be simultaneous. For purposes of timing for units' special abilities, however, each phase is subdivided into steps to identify when the first player and second player act. For example, if a first player's ship destroys a second player's ship, the second player's ship would still get to fire during that same phase.

A. Initiative PhaseRoll two dice and add the sum to your best Flagship bonus to determine initiative.

The initiative phase determines the order in which players will act each turn. Each player makes an initiative roll by rolling two dice and adding the sum to their best Flagship bonus. If you don't have any Flagships in your fleet, then add zero.

The players with the higher result wins initiative. If you and your opponent both have the same initiative total, the player with the better Flagship bonus wins. If you still both have the same initiative bonus, it's a tie – reroll until one player or the other wins.

If you win initiative, you're the second player to act for that turn and your opponent is the first player. Going second is better because you can see where your opponent moves their units before you have to decide where to move your units.

B. Ship movement phaseYou can move each Ship and cloaked fighter a number of sectors equal to its speed.

In your ship and cloaked fighter movement step, you can move any, all or none of your units. Move your units one at a time. Each unit can move a number of sectors equal to its speed.

Some ships have a special ability (actually a drawback) called Slow. You must roll a die to see if a Slow ship's speed is reduced each time you move it. Check your Slow ships before you move them so that you know how far each unit can move.

C. Fighter movement phaseIn this phase, the first player and second player alternate moving fighters.First player moves one fighter unitSecond player moves one fighter unitContinue alternating moving until both players have moved (or chosen not to move) all their fighters

Fighters that start the phase inside a ship, have reloaded any one shot weapons (missiles, bombs). To move a fighter back into a ship, move that fighter to the same sector as the ship and remove that fighter from the battle map. If that ship should be destroyed, then this fighter is also destroyed.

In your Anti fighter step, you may attack enemy fighters using your units' Anti Fighter attacks. Most units have range 0 for their Anti fighter attacks, so you can only attack enemy fighters that occupy the same sector as one of those units. Each unit may attack one enemy fighter.

In your fighter attack step, you may attack enemy ships or cloaked fighters with your fighters. Most fighters have a range 0, so you can only attack enemy ships or cloaked fighters in the same sector as those fighters. Fighters that were aborted in the Anti Fighter defense phase can't attack in this phase unless they have a special ability to do so.

Even if your fighters have multiple attack types available, you can only use one attack per fighter this phase.

Fighters can strafe enemy ships using their main gunnery attack. While strafing, the fighter has -2 to both armor and vital armor.

In your ship attack step, each of your ships may fire on enemy targets within range using its gunnery and missile attacks or attack a cloaked fighter using its ACF attack. If a ship has gunnery, missile and ACF attacks available, you choose whether to make an ACF attack or instead make gunnery and missile attacks.

Ships that have secondary and tertiary gunnery values may attack with each of their gunnery attacks in the same turn. No gunnery attack can be used more that one time, unless a unit has a special ability that allows it to do so.

In your cloaked fighter attack step, each of your cloaked fighters with a missile attack value may attack enemy ships in range. Some cloaked fighters units may also attack other cloaked fighters if they have a special ability that allows them to do so.

H. End of turnClaim objective markers. Check victory points.

If you have a ship in an objective sector, and no enemy ships are in or adjacent to that sector, you may claim the objective marker.

If your opponent has no ships remaining in play, you gain bonus victory points equal to the value of one objective marker. You only gain these bonus victory points once per game – the first time your opponent has no ships left at the end of the turn.

Check to make sure you've recorded the Victory Points for destroying enemy units and claiming objectives that turn.

You win if you reach of exceed 150% of the build total for the game wins (ie. 200 point game – 300 points, 300 point game – 450 points and 500 point game – 750 points).

In some games, it might be possible to reach a stalemate before one player wins the game. (For example, if one player has only cloaked fighters remaining while the other player only fighters with an ACF attack value.) In cases where the game has reached a stalemate, the player with the highest total point value of units remaining is the winner.

Speed and MovementOnce each turn, each ship, cloaked fighter and fighter can move a number of sectors equal to its speed. You don't have to move a units if you don't want to. Facing doesn't matter, because over the course of a turn it's assumed that your ships and cloaked fighters can maneuver to bring their batteries to bear. All that matters is the number of sectors your units enter.

Enemy occupied sectors:You can move into or pass through enemy occupied sectors freely. Enemy units don't have any sort of attacks of opportunity or defensive fire against your units – no unit can attack or be attacked in the Ship for fighter movement phases.

StackingA units can only end its movement in a sector is there's room for it in that sector. In a single sector, each player may have:up to two ships, one cloaked fighter, andup to four fighters

A ship, cloaked fighter or fighter can't finish its movement in a sector if that movement would break stacking restrictions, but may “pass through” if it has sufficient movement remaining.

Some miniatures are too big to completely fit in a sector. However, they still count as only being in one sector. (As a rule of thumb, a miniature is “in” the sector that most of the model occupies.)

Battle Map FeaturesWhile some space battles take place in the vast emptiness of space, features such as asteroids or planets may interfere with movement or otherwise affect the battle.

AsteroidsThey can take up to half the area of a sector. Only fighters are allowed to enter this sector (ships and cloaked fighters are too large). Asteroids can also interfere with line of sight.

PlanetsThey can take up to ¾ the area of a sector. No unit can move into the same sector as a planet. Planets can also interfere with line of sight. Ships with the “landing” special ability gain points for being adjacent.

Line of SightTo determine whether two units have line of sight to each other, draw an imaginary line from the dot in the center of the attack unit's sector to the dot in the center of the target's sector. If you draw the line without crossing any part of an asteroid or planet, the unit can see the target and attack. If the line of sight runs exactly along the side of an obstructed sector or exactly touches an asteroid or planet without crossing it, the line of sight isn't blocked.

Resolving AttacksAttacks within each phase are simultaneous. However, the first player resolves all of their attacks first, followed by the second player. Effects (such as damage and destruction) are then applied at the end of phase after both players have acted.

Resolving ACF, bomb and gunnery attacksTo resolve an ACF, bomb or gunnery attack, roll a number of attack dice equal to the firing unit's attack value for that type of attack against the target. Gunnery attacks vary with range, so make sure you use the correct gunnery value for the target's range. Each attack die that comes up a 4 or 5 is one success; each attack die that comes up a 6 is two successes.

Compare the number of successes you score against the target's armor and vital armor and check to see the result:If you roll fewer successes than the target's armor, you miss.If you roll successes equal to or greater than the target's armor, you hit and deal 1 point of hull damage to the target. Place a face-down damage counter by the target ship or cloaked fighter.If you roll successes equal to or greater than the target's vital armor, you destroy it! Place a face-up destroyed counter by the target ship or cloaked fighter.

At the end of the phase, flip damage counters up and apply their effects. Remove units with destroyed counters from the game.

Resolving Anti fighter attacksTo resolve an Anti Fighter attack, roll a number of attack dice equal to the firing unit's Anti fighter attack value. Each attack die that comes up a 4 or 5 is one success; each attack die that comes up a 6 is two successes.

Compare the number of successes you score against the target fighters armor and vital armor and check to see the result;If you roll fewer successes than the target's armor, you miss.If you roll successes equal to or greater than the target's armor, you hit and abort the fighter from its current mission. Place a face-up Aborted counter by the target fighter.If you roll successes equal to or greater than the target's vital armor, you destroy it! Place a face-up destroyed counter by the target fighter.

Once a fighter is aborted be one Anti Fighter attack, additional Anti Fighter attacks against it have no further effect on that unit. Aborted fighters can't attack in the fighter attack phase.

At the end of the Anti fighter defense phase, remove units with destroyed counters from the game. Aborted fighters suffer no permanent damage, but can't do anything else this turn unless they have a special ability to do so.

Resolving Missile AttacksTo resolve a missile attack, roll a number of attack dice equal to the firing unit's missile attack value at the appropriate range. Each attack die that comes up a 6 is a hit.

Each missile hits deals 2 points of hull damage to the target ship, ignoring armor. Place a face-down “2 damage” counter by the target ship or cloaked fighter.

When a unit's hull damage equals or exceeds its hull points, you destroy it! Place a face-up destroyed counter be the target ship or cloaked fighter.

At the end of the phase, flip damage counters face up and apply their effects. Remove units with destroyed counters from the game.

Extra commentsShips can not use ER X on freighters.When freighters are targeted by a dreadnaughts main guns, only 6’s hit (they still count as 2 hits)Freighters can either make gunnery/missile attacks or ACF attacks (not both).Fighters choose to attack with bombs or missiles (not both)

Variants500 point gamesIncrease ship stacking to 3 ships, 1 cloaked fighter and 6 fighters per side in the same sectorThe game is played to 750 points and each objective is worth 250 points

GlossaryER X - while undamaged this unit can make main gunnery range 3 attacks at range XMissile defense 1 - each missile hit does one less hull damageBristling with guns - can make two secondary gunnery attacks against separate targetsFreighter Leader - +1 init for each freighter you control (max 3)Landing +X - if this ship lands on an enemy planet, you get X pointsAudacious attack - once per game, this unit can make 2 attacks. Targets must be in different sectors.Cloaked targeting - this unit can attack Cloaked Fighters in the same sectorMissile X - this unit can make a single missile X attackPoor Defensive Armament - whenever enemy fighters attack this unit, this unit has -1 armorSkip Bomb - Whenever this unit makes a bomb attack, each 6 counts as 3 successes instead of 2Slow X - on a roll of X or less, his unit moves one lessTractor Beams – once a game move one adjacent enemy fighter or freighter one sector closer to this shipGravity Well Projectors - enemy units can not use hyperdrivesPack Hunter - if you control any other cloaked fighters with Pack Hunter, this unit rolls one extra die when making missile attacks

Last edited by Engineer on Sat Jul 31, 2010 4:21 pm, edited 1 time in total.

we need to get the ship stat list soon because most people do not bring all of there stuff to gencon and they also do not have time to get there squad ready in a day or two before the event. there is also only 8 days till most of us leave.

IMO, these rules need a lot of improvement still for clarity's sake. Some things have been updated since the 0.8 rule set version, but there's still a few holes. I'm hoping to play in it, just for the fun of it, but we'll see.

_________________-AaronMand'alor"You either die a hero, or you live to see yourself become the villain."

I had noticed that some of the ships were doubled up and in an odd manor. Another question, the object markers where do we get those or what are we using for them? I don't have AAWaS, never played it so a lot of these changes look way good, and I like the sector range total.

Another quick question, how many D6's am I gonna need to play this game?

_________________"Rolling a Natural 20, there is no other feeling like it."

Member of the SWMRACMember of the Completed till the End and Beyond Club

Another quick question, how many D6's am I gonna need to play this game?

Well, you can get away with only 1 D6, you'll just have to roll it a lot, lol. I would recommend having 10-12 probably. You can usually buy one of those bricks of matching D6s at any LGS shop, and I think those usually come with at least 12 D6s, maybe more.

_________________-AaronMand'alor"You either die a hero, or you live to see yourself become the villain."

Another quick question, how many D6's am I gonna need to play this game?

Well, you can get away with only 1 D6, you'll just have to roll it a lot, lol. I would recommend having 10-12 probably. You can usually buy one of those bricks of matching D6s at any LGS shop, and I think those usually come with at least 12 D6s, maybe more.

I got a couple of those fine bricks of D6's.

_________________"Rolling a Natural 20, there is no other feeling like it."

Member of the SWMRACMember of the Completed till the End and Beyond Club

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